Freeciv: The Weasel's Way
Susanna Viljanen <susanna.viljanen-9Aww8k/80nUxHbG02/[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Organization | Evil Genii for Better Tomorrow |
| Message-ID | <[email protected]> |
Motto: Pen Is Mightier than Sword Okay, so you are bored to conquer the world, get the monopoly on violence and nuke the rest of the world - only to realize your victory points are left abysmally low? Any good capitalist will know it isn't the profit but maximizing the profit. The true victory is not gained by conquest but by maximizing the victory points. As good old Son Ze realized millennia ago, no state has ever benefited from a prolonged war. It will leave you weaker and poorer, the gain will be desolation and destruction, and recovery will take ages. You sure can win by conquest and exterminating the other players. What you have gained is a devastated planet, horrible losses to yourself and low victory points. Now this is the weasel's way to win: The game is not won by force but by low cunning and high planning. The game is won by getting yourself the most economically strongest player, building the space ship, and maximizing your population. Now that way you will maximize the victory points and maximize the victory. The trick is not to exterminate the other players but to neutralize them: isolate, reduce and treate them that they no more form a threat to you. It is usually far more clever to render your competitors harmless than to destroy them. Milking is more profitable than outright slaughter. My advice are: 1. Avoid war whenever possible. War leaves you weaker and the gains are usually poorer than on weasly ways. 2. Ally with anyone stronger; attack those who are weaker. 3. Use diplomacy whenever you can instead of brute force. Make allies with other human players. Don't cheat your allies. Friends come and go, enemies accumulate - and you don't want your former cheated ally to backstab you when you least expect it. 4. Best troop types aren't the strongest, but the cleverest. The most cost-effective troops are diplomats and especially spies. 5. Aim for as strong economy as possible. It is money which decides, just as in the real world. 6. There is no city wall too high for a donkey carrying a gold chest. 7. It is advisable to reduce your enemies rather than annihilate them and take their cities by bribing rather than conquering them. The return of investment is far better. 8. It is advisable to reduce your enemies to their capitals (and keep them in discipline with guard units) rather than destroy them. Becomes cheaper and drains less resources. 9. Being weasel doesn't equal being weak. Keep strong defensive forces and have good weapon technology, but use them only when needed. 10. Move your capital on frequent intervals. It keeps the enemy baffled and reduces the risk your empire will break up by a sneak attack. Here is a short Weasel's Way on Freeciv. Needless to say, my heroes are not Son Ze nor Clausewitz: my hero is Machiavelli. 1. In the beginning the Despot created The Capital and City. And Earth was black and void and the Explorer moved about it. When you create your first city, check the place carefully but don't go procrastinating. An optimal place is a river mouth with two or more whales nearby, and preferably with natural resources, such as coal, iron, gold, forest, game, shields or bushels. You always should have at least three of these assets for your capital. Your first technology should be military. I prefer either Bronze Working or Warrior Code, as they are quickly available and easily developed. You get strong defensive forces on both. Your first city outside Capital should be three squares apart in a suitable place. I usually build a road with the Settler along as I go to the place. Why three squares? First, visibility. That way they overlap each other as little as possible (and eat out each others' resources) and second, troops move at triple rate along road. Moving troops to defend your cities in distress becomes easier. Third, a road increases trade. Use your explorer to explore your continent. Be careful with villages, they may contain barbarians which will kill your runner. Avoid other players' cities, don't go too near them. Avoid enemy troops. Conversely, whenever you see an opponent explorer, you should kill it. Thus you deprive the enemy from visibility. If your military units are Phalanges, Fortify. If they are Archers, Sentry. Phalanx is strong in defense and Archer in offense. 2. Like A Cancer the State Grows Now you have founded the capital and first city and gotten your first military technology. Fine. When you have your first Phalanx or Archer units on your cities, fortify them and set the cities producing Settlers. Set your Science rate to maximum, and set Republic as the aim. You should now go for Republic as quickly as possible. Send roughly half of your Settlers as metastases - into the most attractive places by their natural resources (use the automatic Go utility) and roughly half should again build cities within three squares off your former cities (and road in-between). You now have the central growth on your state, and remote bases where grow again. You should be able to gain 5 to 8 cities in very short order that way. Your aimed technology should now be Republic. Get yourself Writing, Code of Laws, Literacy and Alphabet as soon as possible - they enable you to build the Great Library wonder. Once you have 5 to 8 cities and at least one of them has production of at least 5, you should build your first Wonder. I prefer Great Library. It enables you to get free technologies - about the rate of one per each turn. This enables you to move your state resources from Einsteins into taxmen. It's money you want, not the toys. If someone snatches GL before your nose, go for Pyramids. They count as having granary in each city, enabling your cities grow far faster than usual. Some wonders are lame, like Colossus, Great Wall or Oracle, which get obsolete easily, But this is not to say you should not pursue for them. You can accumulate production and switch on a more important wonder once you have resources and technology. At this stage you should go and clear out your continent. As long as you are still despotism, and the others are too, you should clear out all the competitors and exterminate them. The Swarm of Locusts is a good tactics here: produce a horde of cheap troops, like Warriors or Horsemen, and overwhelm your enemies by sheer numbers. Don't use Phalanges for attack, and Chariots are neigh useless - too vulnerable. If you researched at first Warrior Code, Archers provide an effective albeit expensive troop type with staying power. But once you have Diplomats, produce them en masse - and use them. First, send them into enemy cities and steal any technologies you can. Remember you can steal only one technology in each city. Then, use diplomats to sabotage enemy cities and render them less defensible for your troops. Use diplomats to undermine the enemy cities, and try bribing. I consider bribing as the best way to take a city: you get it whole and you get its population as well, along its military units. Excellent return of investment. When you attack with a diplomat, you should do it from two squares diagonally. That square is off the city's visibility, and the enemy cannot send long range troops against you. This is especially good against robots. If your continent is large, you may just as well keep distance to your enemies and not to bother waging war. If you have many robots on your continent, just let the robots destroy each other - it is the easiest way. What now matters is to build your state strong - not to leave it weak on continuous war. If one of your cities has been conquered, resist the temptation to attack it and retake it by force. Instead bribe it back. Attack will break it and reduce its population, perhaps destroying it. Besides, troops are expensive. If you bribe it, you get any enemy troops as well - and perhaps a new technology along! 3. The Platonic Love on Republic Now you have secured your state and either cleared out your continent or the enemies are too far to threaten you. You have researched Republic and made the revolution. Now it is time to make your state strong. It is advisable at this stage to concentrate one city on making the preferred wonder. Rule number 1: Get money. Geld. Fyrk. Greenbacks. Mazuma. Moneta. Valyuta. What you really need is money, not toys nor troops. And money you get at this stage by maximizing the employment of natural resources. So cities must grow. Whenever you build a new city, build it where you get most of the resources. The best growth rate is 2 per turn: your cities grow steadily and swiftly, but not in uncontrollable manner. Republic is the optimal statehood with good balance on income and ability to wage war. Once you have the maximum of cities your continent can safely bear or some 15-20 cities, terminate the production of settlers and switch on Temple production, providing you have Ceremonial Burial. Temples will keep your cities peaceful and enable them to grow steadily. With your remaining settlers, build roads and mines. They will enable you to get money and production. Never waste your money for Barracks. City walls are a better idea. Get yourself Construction, so you can build Colosseums. Once you have researched Republic, research (or steal) Map Making. This allows you to build Triremes and move on sea. Your ultimate research goal should be either Gunpowder or Theology. Gunpowder to get musketeers (and all the goodies after that) and Theology to get the "happiness wonders", Michelangelo's Chapel and J.S. Bach's Cathedral. Those are a must. They enable your cities grow unharmed. With your triremes, research the shores of your contingent but don't go venturing to sea. Move zig-zagging: this enables you to look out for bigger chunks of sea. If you see an island within reach, do island-hopping. If you have spare settlers and the island is uninhabited, build a colony. Expand to all islands on your vicinity. 4. Happy Happy Joy Joy Once you have reached Theology and have secured your empire, it is time to build either of the grand happiness wonders - preferably both. Maximize your taxation and concentrate all your efforts to get these wonders. This is a must, just like Great Library or Pyramids. So, you have gotten either - or both - of them. Now it is time for the phase known as Happy Happy Joy Joy. Set your taxation to the level where you can survive without gong bankrupt, terminate research (if you have Great Library, you don't need Einsteins) and set the number of State Elvises to four or five. This should set on a general party and your towns will begin to grow on decent rate. Aim for "We Love the President Day" in most of your towns - that will mean they grow by one each turn. You should have Temple, Colosseum, Aqueduct and Sewer system on each city to enable them to grow to maximum. The intention for Happy Happy Joy Joy is - to maximize your population and thus to maximize your production and cash flow. You get points from population, thus the larger your population is, the more victory points you get. In a Republic or Democracy, the general party is the best way here. Once you have gained the population maximum, switch back to taxation and research. 5. The Age of Conquest Your next goal should be Steam Engine. That allows you to build, not only Ironclads, but also non-self-sinking Caravels to carry your Settlers and especially Diplomats around. Move Settlers to uninhabitated islands and colonize them, just like you did on your first continent. All newly built cities should have City Walls and Musketeers as they are less co-defensible than those on your main continent. Needless to say, robots and other players are active at seas as well, and they too have their colonies. You should maximize your monetary output now. Capture the enemy cities by bribing them. Always use diplomats in pairs or triplets: the chances of success are better. Protect your diplomats by moving them together with a Musketeer unit. If your main continent is target to a maritime attack, resist the temptation to hit back. Get even. Bribe your cities back. They are cheap and you get them whole, unbroken and well armed. The enemy again needs to re-conquer them. And each time you capture your cities back, you gain a new technology if the enemy has those which you don't have. Pen is again mightier than sword. Your next Wonder should be Magellan's Expedition. It gives you extra speed - both to research the world and also to escape your maritime foes. This enables you to colonize all the uninhabitated islands. Once you have Steam Engine, research Explosives. Your settlers turn into engineers, which are far more efficient than settlers. You get to transform terrain, build mines and employ your resources far faster than anything. Your aim should be the best technology available - Espionage. If a pen is mightier than sword, the ball-point-pen is mightier than tank. Spies are by far the best troops available. They not only allow you to choose which technology to steal, but they are not spent if successful, they allow you to sabotage the enemy and they basically are diplomats on steroids. I consider a spy far better than a nuke. Nukes destroy, spies capture whole. Get yourself Marco Polo's Embassy, or found as many embassies as you can. You gain intelligence on your opponents and you know whom to concentrate and what to steal and how the enemies are doing. 6. Reducing your competitors harmless Once you have spies, now it is time for what I spoke on about reducing your competitors. You don't need to destroy them, it is enough you neutralize them. Maximize your money income. Go for Adam Smith's Trading Company - it is the money wonder. Maximize your taxation. Build an army of spies, and eat up one enemy at time piecemeal. Bribing should be your weapon. Do acquisitions on each city. If the city is too expensive, poison it and send in another spy - it is cheaper this time. Go for those cities without diplomats first. Only if you cannot bribe your enemies, you should take your enemy by force. Each city taken whole adds your resources and reduces those of your enemy. War only reduces the resources of you both. In the end the enemy should only have its capital left. Conquering it is usually not a wise idea. Capitals are well defended and they are fought to the last man. Conquest is expensive. Far better is not to kill the enemy, but not to let it live either. Isolate the enemy capital, have a cordon of fortified guard troops to check it, and keep its population under 5 by poisoning the city with your spies frequently enough. It is just as good as conquest, and you do not need to squander your resources in war. Democracies are a tough nut. They are immune to bribing and diplomatic attacks. On the other hands, robots seldom turn democratic. It is usually a good idea to ally yourself with human democracies. Democracies don't like war: they collapse easily if any of the towns have unrest for more than two turns. That is why I favour more republic until the last moment. Keep strong defensive forces. Keep credible violence potential, but use it only defensively. Attack in general becomes costly. Remember the enemy can go into bankrupt just as well from too eager warmongering. Bribes work against his troops as well. 7. The End of History and The Last Human In the end you should have all your robot enemies neutralized and reduced harmless, and only human players left - and at that stage all are democracies, including you yourself. Now it is time for World War - or World Peace. Robots should have been all eliminated and/or neutralized at thit stage: they are too vulnerable to corruption. As I mentioned, if you go for World War, you in the end win yourself a desolated, barren planet with low score of victory points. If you really want to fight, go Communist. But your victory by war will be hollow. Besides, Communists are prone to corruption and you may fall prey to spies. Far better is to aim for World Peace. Build yourself as strong defensive forces as you can, don't build attack weapons and concentrate your resources to Apollo Program. Concentrate on research but be careful not to go bankrupt. Now you will see why I insist taking the cities by bribing and not by force. You get far better return of investment - and it is those resources you need now. It is time for Space Race. Once you have the resources, concentrate your efforts to build the spaceship - but be careful of treacherous co-players! If someone attacks you, whine about it and get allies. Usually, when all players are democracies, the human factor and emotions set in, and such attacking player is quickly left without friends. He will soon find a bunch of new enemies. So co-operation rather than war is a better idea. It is a good idea to go just like the first expeditioneers. Build a Space Caravel - as small ship as possible to fulfill your needs and be fast enough to get to Alpha Centauri as quickly as you can. Once you have launched the spaceship, move your capital! Your enemies will attempt to attack it to break your domain into civil war and destroy your spaceship. Be prepared for enemy attacks. At the same time, now it is again time for Happy Happy Joy Joy. Maximize the number of both State and City Elvises, and put general party on. At the same time watch out for attacks and keep your spies busy. You have usually ten years to balloon your cities as large as possible - to gain maximum points. Concentrate all your efforts to grow your cities. The best size I have so far gained has been 31 for one city. If your enemies have launched their spaceships, you have two alternatives. Either go Communist and attack the enemy capital - it will break into a civil war and perhaps into two competiting empires. Or, put yourself a Happy Happy Joy Joy too and try to maximize your victory points. You don't have to reach Alpha Centauri first to win - it is enough if you have more victory points. Once the spaceship has reached Alpha Centauri, the largest civilization wins. You don't have to conquer the world: it is enough you have most population, least pollution and most money. Queen Margaret